LightManager

actual class LightManager

LightManager allows you to create light sources in the scene.

At least one light must be added to a scene to see anything (unless using Material.Shading.UNLIT).

Light types (directional, point, spot):

  • Directional lights: parallel rays from infinitely far (e.g., sun); cast shadows

  • Point lights: emit from a position in all directions; intensity diminishes with inverse square law

  • Spot lights: emit from a position within a cone; two cone angles control falloff

Performance tips:

  • Prefer spot lights over point lights; use smallest outer cone angle possible

  • Use smallest falloff distance to minimize sphere-of-influence overlap

  • Non-overlapping lights have negligible overhead (hundreds are fine)

Shadow support:

expect class LightManager

LightManager allows you to create light sources in the scene.

At least one light must be added to a scene to see anything (unless using Material.Shading.UNLIT).

Light types (directional, point, spot):

  • Directional lights: parallel rays from infinitely far (e.g., sun); cast shadows

  • Point lights: emit from a position in all directions; intensity diminishes with inverse square law

  • Spot lights: emit from a position within a cone; two cone angles control falloff

Performance tips:

  • Prefer spot lights over point lights; use smallest outer cone angle possible

  • Use smallest falloff distance to minimize sphere-of-influence overlap

  • Non-overlapping lights have negligible overhead (hundreds are fine)

Shadow support:

actual class LightManager(jsLightManager: LightManager)

LightManager allows you to create light sources in the scene.

At least one light must be added to a scene to see anything (unless using Material.Shading.UNLIT).

Light types (directional, point, spot):

  • Directional lights: parallel rays from infinitely far (e.g., sun); cast shadows

  • Point lights: emit from a position in all directions; intensity diminishes with inverse square law

  • Spot lights: emit from a position within a cone; two cone angles control falloff

Performance tips:

  • Prefer spot lights over point lights; use smallest outer cone angle possible

  • Use smallest falloff distance to minimize sphere-of-influence overlap

  • Non-overlapping lights have negligible overhead (hundreds are fine)

Shadow support:

actual class LightManager

LightManager allows you to create light sources in the scene.

At least one light must be added to a scene to see anything (unless using Material.Shading.UNLIT).

Light types (directional, point, spot):

  • Directional lights: parallel rays from infinitely far (e.g., sun); cast shadows

  • Point lights: emit from a position in all directions; intensity diminishes with inverse square law

  • Spot lights: emit from a position within a cone; two cone angles control falloff

Performance tips:

  • Prefer spot lights over point lights; use smallest outer cone angle possible

  • Use smallest falloff distance to minimize sphere-of-influence overlap

  • Non-overlapping lights have negligible overhead (hundreds are fine)

Shadow support:

actual class LightManager

LightManager allows you to create light sources in the scene.

At least one light must be added to a scene to see anything (unless using Material.Shading.UNLIT).

Light types (directional, point, spot):

  • Directional lights: parallel rays from infinitely far (e.g., sun); cast shadows

  • Point lights: emit from a position in all directions; intensity diminishes with inverse square law

  • Spot lights: emit from a position within a cone; two cone angles control falloff

Performance tips:

  • Prefer spot lights over point lights; use smallest outer cone angle possible

  • Use smallest falloff distance to minimize sphere-of-influence overlap

  • Non-overlapping lights have negligible overhead (hundreds are fine)

Shadow support:

Constructors

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constructor(jsLightManager: LightManager)

Types

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actual class Builder(type: LightManager.Type)

Builder for creating and configuring light components. All builder methods return this Builder for method chaining.

expect class Builder(type: LightManager.Type)

Builder for creating and configuring light components. All builder methods return this Builder for method chaining.

actual class Builder(type: LightManager.Type)

Builder for creating and configuring light components. All builder methods return this Builder for method chaining.

actual class Builder(type: LightManager.Type)

Builder for creating and configuring light components. All builder methods return this Builder for method chaining.

actual class Builder(type: LightManager.Type)

Builder for creating and configuring light components. All builder methods return this Builder for method chaining.

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actual object ShadowCascades

Utility methods for computing cascaded shadow map split positions. Use these to populate ShadowOptions.cascadeSplitPositions.

expect object ShadowCascades

Utility methods for computing cascaded shadow map split positions. Use these to populate ShadowOptions.cascadeSplitPositions.

actual object ShadowCascades

Utility methods for computing cascaded shadow map split positions. Use these to populate ShadowOptions.cascadeSplitPositions.

actual object ShadowCascades

Utility methods for computing cascaded shadow map split positions. Use these to populate ShadowOptions.cascadeSplitPositions.

actual object ShadowCascades

Utility methods for computing cascaded shadow map split positions. Use these to populate ShadowOptions.cascadeSplitPositions.

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actual class ShadowOptions

Shadow map quality and performance parameters. Controls resolution, stability, bias, cascading, and filtering techniques.

expect class ShadowOptions

Shadow map quality and performance parameters. Controls resolution, stability, bias, cascading, and filtering techniques.

actual class ShadowOptions

Shadow map quality and performance parameters. Controls resolution, stability, bias, cascading, and filtering techniques.

actual class ShadowOptions

Shadow map quality and performance parameters. Controls resolution, stability, bias, cascading, and filtering techniques.

actual class ShadowOptions

Shadow map quality and performance parameters. Controls resolution, stability, bias, cascading, and filtering techniques.

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actual enum Type : Enum<LightManager.Type>

Light type determines behavior and allowed parameters.

expect enum Type : Enum<LightManager.Type>

Light type determines behavior and allowed parameters.

actual enum Type : Enum<LightManager.Type>

Light type determines behavior and allowed parameters.

actual enum Type : Enum<LightManager.Type>

Light type determines behavior and allowed parameters.

actual enum Type : Enum<LightManager.Type>

Light type determines behavior and allowed parameters.

Properties

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val nativeLightManager: LightManager
val nativeLightManager: CPointer<FilaLightManager>

Functions

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actual fun destroy(entity: Entity)

Destroy the light component on an entity.

expect fun destroy(entity: Entity)

Destroy the light component on an entity.

actual fun destroy(entity: Entity)

Destroy the light component on an entity.

actual fun destroy(entity: Entity)

Destroy the light component on an entity.

actual fun destroy(entity: Entity)

Destroy the light component on an entity.

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actual fun getColor(instance: EntityInstance, out: FloatArray): FloatArray

Get the light's color in linear sRGB.

expect fun getColor(instance: EntityInstance, out: FloatArray): FloatArray

Get the light's color in linear sRGB.

actual fun getColor(instance: EntityInstance, out: FloatArray): FloatArray

Get the light's color in linear sRGB.

actual fun getColor(instance: EntityInstance, out: FloatArray): FloatArray

Get the light's color in linear sRGB.

actual fun getColor(instance: EntityInstance, out: FloatArray): FloatArray

Get the light's color in linear sRGB.

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actual fun getComponentCount(): Int

Returns the number of light components (may include inactive/destroyed lights). Check with EntityManager.isAlive() before use if needed.

expect fun getComponentCount(): Int

Returns the number of light components (may include inactive/destroyed lights). Check with EntityManager.isAlive() before use if needed.

actual fun getComponentCount(): Int

Returns the number of light components (may include inactive/destroyed lights). Check with EntityManager.isAlive() before use if needed.

actual fun getComponentCount(): Int

Returns the number of light components (may include inactive/destroyed lights). Check with EntityManager.isAlive() before use if needed.

actual fun getComponentCount(): Int

Returns the number of light components (may include inactive/destroyed lights). Check with EntityManager.isAlive() before use if needed.

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actual fun getDirection(instance: EntityInstance, out: FloatArray): FloatArray

Get the light's direction in world space.

expect fun getDirection(instance: EntityInstance, out: FloatArray): FloatArray

Get the light's direction in world space.

actual fun getDirection(instance: EntityInstance, out: FloatArray): FloatArray

Get the light's direction in world space.

actual fun getDirection(instance: EntityInstance, out: FloatArray): FloatArray

Get the light's direction in world space.

actual fun getDirection(instance: EntityInstance, out: FloatArray): FloatArray

Get the light's direction in world space.

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actual fun getFalloff(instance: EntityInstance): Float

Get the light's falloff distance.

expect fun getFalloff(instance: EntityInstance): Float

Get the light's falloff distance.

actual fun getFalloff(instance: EntityInstance): Float

Get the light's falloff distance.

actual fun getFalloff(instance: EntityInstance): Float

Get the light's falloff distance.

actual fun getFalloff(instance: EntityInstance): Float

Get the light's falloff distance.

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actual fun getInnerConeAngle(instance: EntityInstance): Float

Get the spot light's inner cone angle in radians. The value may differ slightly from what was set due to recomputation.

expect fun getInnerConeAngle(instance: EntityInstance): Float

Get the spot light's inner cone angle in radians. The value may differ slightly from what was set due to recomputation.

actual fun getInnerConeAngle(instance: EntityInstance): Float

Get the spot light's inner cone angle in radians. The value may differ slightly from what was set due to recomputation.

actual fun getInnerConeAngle(instance: EntityInstance): Float

Get the spot light's inner cone angle in radians. The value may differ slightly from what was set due to recomputation.

actual fun getInnerConeAngle(instance: EntityInstance): Float

Get the spot light's inner cone angle in radians. The value may differ slightly from what was set due to recomputation.

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actual fun getInstance(entity: Entity): EntityInstance

Get the light component instance for an entity.

expect fun getInstance(entity: Entity): EntityInstance

Get the light component instance for an entity.

actual fun getInstance(entity: Entity): EntityInstance

Get the light component instance for an entity.

actual fun getInstance(entity: Entity): EntityInstance

Get the light component instance for an entity.

actual fun getInstance(entity: Entity): EntityInstance

Get the light component instance for an entity.

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actual fun getIntensity(instance: EntityInstance): Float

Get the light's luminous intensity in candela.

expect fun getIntensity(instance: EntityInstance): Float

Get the light's luminous intensity in candela.

actual fun getIntensity(instance: EntityInstance): Float

Get the light's luminous intensity in candela.

actual fun getIntensity(instance: EntityInstance): Float

Get the light's luminous intensity in candela.

actual fun getIntensity(instance: EntityInstance): Float

Get the light's luminous intensity in candela.

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actual fun getLightChannel(instance: EntityInstance, channel: Int): Boolean

Check if a light channel is enabled on this light.

expect fun getLightChannel(instance: EntityInstance, channel: Int): Boolean

Check if a light channel is enabled on this light.

actual fun getLightChannel(instance: EntityInstance, channel: Int): Boolean

Check if a light channel is enabled on this light.

actual fun getLightChannel(instance: EntityInstance, channel: Int): Boolean

Check if a light channel is enabled on this light.

actual fun getLightChannel(instance: EntityInstance, channel: Int): Boolean

Check if a light channel is enabled on this light.

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actual fun getOuterConeAngle(instance: EntityInstance): Float

Get the spot light's outer cone angle in radians.

expect fun getOuterConeAngle(instance: EntityInstance): Float

Get the spot light's outer cone angle in radians.

actual fun getOuterConeAngle(instance: EntityInstance): Float

Get the spot light's outer cone angle in radians.

actual fun getOuterConeAngle(instance: EntityInstance): Float

Get the spot light's outer cone angle in radians.

actual fun getOuterConeAngle(instance: EntityInstance): Float

Get the spot light's outer cone angle in radians.

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actual fun getPosition(instance: EntityInstance, out: FloatArray): FloatArray

Get the light's position in world space.

expect fun getPosition(instance: EntityInstance, out: FloatArray): FloatArray

Get the light's position in world space.

actual fun getPosition(instance: EntityInstance, out: FloatArray): FloatArray

Get the light's position in world space.

actual fun getPosition(instance: EntityInstance, out: FloatArray): FloatArray

Get the light's position in world space.

actual fun getPosition(instance: EntityInstance, out: FloatArray): FloatArray

Get the light's position in world space.

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Get the sun's angular radius in degrees.

Get the sun's angular radius in degrees.

Get the sun's angular radius in degrees.

Get the sun's angular radius in degrees.

Get the sun's angular radius in degrees.

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actual fun getSunHaloFalloff(instance: EntityInstance): Float

Get the sun's halo falloff exponent.

expect fun getSunHaloFalloff(instance: EntityInstance): Float

Get the sun's halo falloff exponent.

actual fun getSunHaloFalloff(instance: EntityInstance): Float

Get the sun's halo falloff exponent.

actual fun getSunHaloFalloff(instance: EntityInstance): Float

Get the sun's halo falloff exponent.

actual fun getSunHaloFalloff(instance: EntityInstance): Float

Get the sun's halo falloff exponent.

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actual fun getSunHaloSize(instance: EntityInstance): Float

Get the sun's halo size multiplier.

expect fun getSunHaloSize(instance: EntityInstance): Float

Get the sun's halo size multiplier.

actual fun getSunHaloSize(instance: EntityInstance): Float

Get the sun's halo size multiplier.

actual fun getSunHaloSize(instance: EntityInstance): Float

Get the sun's halo size multiplier.

actual fun getSunHaloSize(instance: EntityInstance): Float

Get the sun's halo size multiplier.

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Get the type of a light.

Get the type of a light.

Get the type of a light.

Get the type of a light.

Get the type of a light.

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actual fun hasComponent(entity: Entity): Boolean

Returns whether a particular entity has a light component.

expect fun hasComponent(entity: Entity): Boolean

Returns whether a particular entity has a light component.

actual fun hasComponent(entity: Entity): Boolean

Returns whether a particular entity has a light component.

actual fun hasComponent(entity: Entity): Boolean

Returns whether a particular entity has a light component.

actual fun hasComponent(entity: Entity): Boolean

Returns whether a particular entity has a light component.

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actual fun isShadowCaster(instance: EntityInstance): Boolean

Check whether this light casts shadows.

expect fun isShadowCaster(instance: EntityInstance): Boolean

Check whether this light casts shadows.

actual fun isShadowCaster(instance: EntityInstance): Boolean

Check whether this light casts shadows.

actual fun isShadowCaster(instance: EntityInstance): Boolean

Check whether this light casts shadows.

actual fun isShadowCaster(instance: EntityInstance): Boolean

Check whether this light casts shadows.

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actual fun setColor(instance: EntityInstance, r: Float, g: Float, b: Float)

Dynamically update the light's color in linear sRGB.

expect fun setColor(instance: EntityInstance, r: Float, g: Float, b: Float)

Dynamically update the light's color in linear sRGB.

actual fun setColor(instance: EntityInstance, r: Float, g: Float, b: Float)

Dynamically update the light's color in linear sRGB.

actual fun setColor(instance: EntityInstance, r: Float, g: Float, b: Float)

Dynamically update the light's color in linear sRGB.

actual fun setColor(instance: EntityInstance, r: Float, g: Float, b: Float)

Dynamically update the light's color in linear sRGB.

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actual fun setDirection(instance: EntityInstance, x: Float, y: Float, z: Float)

Dynamically update the light's direction in world space. Ignored for point lights. Should be a unit vector.

expect fun setDirection(instance: EntityInstance, x: Float, y: Float, z: Float)

Dynamically update the light's direction in world space. Ignored for point lights. Should be a unit vector.

actual fun setDirection(instance: EntityInstance, x: Float, y: Float, z: Float)

Dynamically update the light's direction in world space. Ignored for point lights. Should be a unit vector.

actual fun setDirection(instance: EntityInstance, x: Float, y: Float, z: Float)

Dynamically update the light's direction in world space. Ignored for point lights. Should be a unit vector.

actual fun setDirection(instance: EntityInstance, x: Float, y: Float, z: Float)

Dynamically update the light's direction in world space. Ignored for point lights. Should be a unit vector.

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actual fun setFalloff(instance: EntityInstance, radius: Float)

Dynamically update the light's falloff distance for point/spot lights. Ignored for directional lights.

expect fun setFalloff(instance: EntityInstance, radius: Float)

Dynamically update the light's falloff distance for point/spot lights. Ignored for directional lights.

actual fun setFalloff(instance: EntityInstance, radius: Float)

Dynamically update the light's falloff distance for point/spot lights. Ignored for directional lights.

actual fun setFalloff(instance: EntityInstance, radius: Float)

Dynamically update the light's falloff distance for point/spot lights. Ignored for directional lights.

actual fun setFalloff(instance: EntityInstance, radius: Float)

Dynamically update the light's falloff distance for point/spot lights. Ignored for directional lights.

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actual fun setIntensity(instance: EntityInstance, intensity: Float)

Dynamically update the light's intensity. Meaning depends on light type:

actual fun setIntensity(instance: EntityInstance, watts: Float, efficiency: Float)

Dynamically update the light's intensity from watts and efficiency. Equivalent to setIntensity(watts * 683.0 * efficiency).

expect fun setIntensity(instance: EntityInstance, intensity: Float)

Dynamically update the light's intensity. Meaning depends on light type:

expect fun setIntensity(instance: EntityInstance, watts: Float, efficiency: Float)

Dynamically update the light's intensity from watts and efficiency. Equivalent to setIntensity(watts * 683.0 * efficiency).

actual fun setIntensity(instance: EntityInstance, intensity: Float)

Dynamically update the light's intensity. Meaning depends on light type:

actual fun setIntensity(instance: EntityInstance, watts: Float, efficiency: Float)

Dynamically update the light's intensity from watts and efficiency. Equivalent to setIntensity(watts * 683.0 * efficiency).

actual fun setIntensity(instance: EntityInstance, intensity: Float)

Dynamically update the light's intensity. Meaning depends on light type:

actual fun setIntensity(instance: EntityInstance, watts: Float, efficiency: Float)

Dynamically update the light's intensity from watts and efficiency. Equivalent to setIntensity(watts * 683.0 * efficiency).

actual fun setIntensity(instance: EntityInstance, intensity: Float)

Dynamically update the light's intensity. Meaning depends on light type:

actual fun setIntensity(instance: EntityInstance, watts: Float, efficiency: Float)

Dynamically update the light's intensity from watts and efficiency. Equivalent to setIntensity(watts * 683.0 * efficiency).

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actual fun setIntensityCandela(instance: EntityInstance, intensity: Float)

Dynamically update the light's intensity in candela. For directional lights, equivalent to setIntensity. For Type.FOCUSED_SPOT, the returned value depends on outer cone angle.

expect fun setIntensityCandela(instance: EntityInstance, intensity: Float)

Dynamically update the light's intensity in candela. For directional lights, equivalent to setIntensity. For Type.FOCUSED_SPOT, the returned value depends on outer cone angle.

actual fun setIntensityCandela(instance: EntityInstance, intensity: Float)

Dynamically update the light's intensity in candela. For directional lights, equivalent to setIntensity. For Type.FOCUSED_SPOT, the returned value depends on outer cone angle.

actual fun setIntensityCandela(instance: EntityInstance, intensity: Float)

Dynamically update the light's intensity in candela. For directional lights, equivalent to setIntensity. For Type.FOCUSED_SPOT, the returned value depends on outer cone angle.

actual fun setIntensityCandela(instance: EntityInstance, intensity: Float)

Dynamically update the light's intensity in candela. For directional lights, equivalent to setIntensity. For Type.FOCUSED_SPOT, the returned value depends on outer cone angle.

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actual fun setLightChannel(instance: EntityInstance, channel: Int, enable: Boolean)

Enable or disable a light channel (0-7) on this light. Channel 0 is enabled by default.

expect fun setLightChannel(instance: EntityInstance, channel: Int, enable: Boolean)

Enable or disable a light channel (0-7) on this light. Channel 0 is enabled by default.

actual fun setLightChannel(instance: EntityInstance, channel: Int, enable: Boolean)

Enable or disable a light channel (0-7) on this light. Channel 0 is enabled by default.

actual fun setLightChannel(instance: EntityInstance, channel: Int, enable: Boolean)

Enable or disable a light channel (0-7) on this light. Channel 0 is enabled by default.

actual fun setLightChannel(instance: EntityInstance, channel: Int, enable: Boolean)

Enable or disable a light channel (0-7) on this light. Channel 0 is enabled by default.

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actual fun setPosition(instance: EntityInstance, x: Float, y: Float, z: Float)

Dynamically update the light's position in world space. Ignored for directional lights.

expect fun setPosition(instance: EntityInstance, x: Float, y: Float, z: Float)

Dynamically update the light's position in world space. Ignored for directional lights.

actual fun setPosition(instance: EntityInstance, x: Float, y: Float, z: Float)

Dynamically update the light's position in world space. Ignored for directional lights.

actual fun setPosition(instance: EntityInstance, x: Float, y: Float, z: Float)

Dynamically update the light's position in world space. Ignored for directional lights.

actual fun setPosition(instance: EntityInstance, x: Float, y: Float, z: Float)

Dynamically update the light's position in world space. Ignored for directional lights.

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actual fun setShadowCaster(instance: EntityInstance, shadowCaster: Boolean)

Dynamically enable or disable shadow casting for this light. Only directional and spot lights can cast shadows.

expect fun setShadowCaster(instance: EntityInstance, shadowCaster: Boolean)

Dynamically enable or disable shadow casting for this light. Only directional and spot lights can cast shadows.

actual fun setShadowCaster(instance: EntityInstance, shadowCaster: Boolean)

Dynamically enable or disable shadow casting for this light. Only directional and spot lights can cast shadows.

actual fun setShadowCaster(instance: EntityInstance, shadowCaster: Boolean)

Dynamically enable or disable shadow casting for this light. Only directional and spot lights can cast shadows.

actual fun setShadowCaster(instance: EntityInstance, shadowCaster: Boolean)

Dynamically enable or disable shadow casting for this light. Only directional and spot lights can cast shadows.

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actual fun setSpotLightCone(instance: EntityInstance, inner: Float, outer: Float)

Dynamically update a spot light's cone angles (half-angles in radians). Ignored for directional and point lights.

expect fun setSpotLightCone(instance: EntityInstance, inner: Float, outer: Float)

Dynamically update a spot light's cone angles (half-angles in radians). Ignored for directional and point lights.

actual fun setSpotLightCone(instance: EntityInstance, inner: Float, outer: Float)

Dynamically update a spot light's cone angles (half-angles in radians). Ignored for directional and point lights.

actual fun setSpotLightCone(instance: EntityInstance, inner: Float, outer: Float)

Dynamically update a spot light's cone angles (half-angles in radians). Ignored for directional and point lights.

actual fun setSpotLightCone(instance: EntityInstance, inner: Float, outer: Float)

Dynamically update a spot light's cone angles (half-angles in radians). Ignored for directional and point lights.

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actual fun setSunAngularRadius(instance: EntityInstance, angularRadius: Float)

Dynamically update the sun's angular radius in degrees. Only applicable to Type.SUN lights.

expect fun setSunAngularRadius(instance: EntityInstance, angularRadius: Float)

Dynamically update the sun's angular radius in degrees. Only applicable to Type.SUN lights.

actual fun setSunAngularRadius(instance: EntityInstance, angularRadius: Float)

Dynamically update the sun's angular radius in degrees. Only applicable to Type.SUN lights.

actual fun setSunAngularRadius(instance: EntityInstance, angularRadius: Float)

Dynamically update the sun's angular radius in degrees. Only applicable to Type.SUN lights.

actual fun setSunAngularRadius(instance: EntityInstance, angularRadius: Float)

Dynamically update the sun's angular radius in degrees. Only applicable to Type.SUN lights.

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actual fun setSunHaloFalloff(instance: EntityInstance, haloFalloff: Float)

Dynamically update the sun's halo falloff exponent. Only applicable to Type.SUN lights.

expect fun setSunHaloFalloff(instance: EntityInstance, haloFalloff: Float)

Dynamically update the sun's halo falloff exponent. Only applicable to Type.SUN lights.

actual fun setSunHaloFalloff(instance: EntityInstance, haloFalloff: Float)

Dynamically update the sun's halo falloff exponent. Only applicable to Type.SUN lights.

actual fun setSunHaloFalloff(instance: EntityInstance, haloFalloff: Float)

Dynamically update the sun's halo falloff exponent. Only applicable to Type.SUN lights.

actual fun setSunHaloFalloff(instance: EntityInstance, haloFalloff: Float)

Dynamically update the sun's halo falloff exponent. Only applicable to Type.SUN lights.

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actual fun setSunHaloSize(instance: EntityInstance, haloSize: Float)

Dynamically update the sun's halo radius as a multiplier of angular radius. Only applicable to Type.SUN lights.

expect fun setSunHaloSize(instance: EntityInstance, haloSize: Float)

Dynamically update the sun's halo radius as a multiplier of angular radius. Only applicable to Type.SUN lights.

actual fun setSunHaloSize(instance: EntityInstance, haloSize: Float)

Dynamically update the sun's halo radius as a multiplier of angular radius. Only applicable to Type.SUN lights.

actual fun setSunHaloSize(instance: EntityInstance, haloSize: Float)

Dynamically update the sun's halo radius as a multiplier of angular radius. Only applicable to Type.SUN lights.

actual fun setSunHaloSize(instance: EntityInstance, haloSize: Float)

Dynamically update the sun's halo radius as a multiplier of angular radius. Only applicable to Type.SUN lights.